Total War: WARHAMMER III

Total War: WARHAMMER III

AI Construction Priorities Reworked
501 Comments
Lycia Pintella  [author] 2 Oct @ 11:01pm 
@Lord Vyse the community bugfix team. I think they have a channel on Da Modding Den discord.
Lord Vyse 2 Oct @ 7:27pm 
@Dragon32 who are they?
Dragon32 2 Oct @ 6:19am 
@Lord Vyse
The CBFM people are trying to fix that, check out their mod page and Discord channel
Lycia Pintella  [author] 1 Oct @ 8:24pm 
@Eregios I don't see a way to accomplish that elegantly.

@Lord Vyse That's beyond my ability. You may want to check some of Incata's work he has like 5-6 AI mods.
Lord Vyse 1 Oct @ 5:33pm 
I wanna I absolutely love this mod. I use it every time.

Do you think it can make the lizardmen and tomb kings
ai not be dead after ca forget to fix them?
Eregios 1 Oct @ 10:30am 
Great Mod.

But i have a question. Would it be possible to make a Submod that let the AI build military buildings based on the Legendary Lord they play?
For example, Averlorn building the sisters of averlorn building or Yvresse building the mistwalker building more focused etc.

Guess this would be alot of work but it would be nice if they play more with units based on the lord.

Just an idea.
hansen 23 Sep @ 5:26am 
Sounds awesome! Always felt the vanilla hordes AI were idiots.
Lycia Pintella  [author] 20 Sep @ 7:22am 
You'd just have to let a province run on auto construct long enough to tell.
Bongo Skaggs 15 Sep @ 6:10pm 
Seems reasonable. I wonder what a good way to test that would be?
Lycia Pintella  [author] 15 Sep @ 5:40pm 
I never had the patience to try to verify that it does, but the game's data files only include one set of construction rules so it pretty much has to impact auto construction.
Bongo Skaggs 15 Sep @ 5:34pm 
Does this mod also affect auto managed settlements for the player?
Lycia Pintella  [author] 14 Sep @ 5:28am 
That is a side effect of me making the mod with values high enough to override vanilla logic. Now that we have the new twad_key_deletes table to remove entries from the vanilla game without datacoring, I might just X out all of the vanilla logic and let the mod run with reduced values since I don't have to compete with the vanilla priorities any more.
Weissrolf 14 Sep @ 5:25am 
Ahoi. Unfortunately this mod makes the AI (friend or foe) overvalue trading settlements even more than vanilla already does.

As Malakai I can declare war on the Skaven, sack and then occupy a T1 minor settlement from them and sell it next round for 14k gold and peace (or a bit less for a non-aggression agreement).
Lycia Pintella  [author] 13 Sep @ 8:55pm 
@Hansen you pointed me to an area that needed improvement. So I added some logic for some horde buildings, mostly affecting Beastmen, some Lizardman factions, and Malakai.

If you see someone I have missed or if you think I should tweak a rule let me know. I am unretired from modding, finally.
Lycia Pintella  [author] 13 Sep @ 8:55pm 
Important Note: With the new way to remove keys from the game, the Alternate Version of the mod is no longer needed. You may want to subscribe to the This Version of the Mod (You Are Here) unless you dislike the Bretonnian farm prerequisites being removed.
hansen 12 Sep @ 1:44am 
Does your mod change the logics of factions like the Beastmen or Nakai? Thanks!
Lycia Pintella  [author] 11 Sep @ 7:36am 
@Zarycus Some of the construction rules might be redundant between the two mods (depending on which mod you mean, he has a few). That said, it should work together pretty well.
Zarycus 8 Sep @ 11:27am 
is this compatible with Incata AI mod?
Lycia Pintella  [author] 14 Aug @ 4:25am 
The vanilla game files still call for some walls, but I think they might be crowded out by other buildings if you don't use the submod.
sarumanthecursed 13 Aug @ 7:41am 
will the ai still build wals if we dont use the wall submod
Lycia Pintella  [author] 2 Aug @ 3:00am 
Thanks _FlyBy. It's much appreciated. I don't think The Old World changes much with regards to buildings, so this mod should work with it. I know it works with Immortal Empires Expanded as that is what I play with.

If I'm wrong about The Old World and buildings, this mod may not work as well as expected.
_FlyBy 1 Aug @ 4:10pm 
I had a question about compatibility with Old World Campaign mod, but I saw your comment about your mom - I'm really sorry for you and your family.

Take care @Lycia Pintella
FailSafe 28 Jul @ 5:23am 
Hope you're ok man? Just dropped by to say this mod has been amazing so far, fantastic work.
Lycia Pintella  [author] 25 Jul @ 7:10pm 
Thank you Dragon32 and Alex250. *Hugs*
Alex250 23 Jul @ 2:11am 
Im so sorry for your loss Lycia!! I hope she is with Christ right now. Take your time, rest and come back when you can, dont worry.

A hug!!
Dragon32 22 Jul @ 5:33pm 
Damn, Lycia. Big hug.
Lycia Pintella  [author] 22 Jul @ 4:53pm 
Guys thank you for being patient with me as there were a few bug reports and requests from the last few months that I basically just never got to.

My mom passed away yesterday, and I would like to come back to modding soon to have some task to distract myself with, but I am not sure when I will be able to focus again. Thanks to everyone for always being so patient with me even over simple requests.

I won't burden you guys with my emotional situation, but I do want to say she was the most amazing person in my life, and she always put the needs of her family above her own, even though she lived in pain and had things a dozen times worse than anyone else because of her health issues. She was thinking and talking about her family with her last words.

There will never be a person as amazing as her in this world, at least not to me.

Thanks for listening. I want people to know she was amazing, even if you will never know the details.
Lycia Pintella  [author] 22 Jul @ 4:49pm 
Unless someone does something crazy-complicated that I haven't considered, the building rules just combine and end up covering each other in the event that one mod has a bug etc.

That being said, a construction rule in one mod might be strategically superior to one in another mod, but the priority of the rule set in the mod determines which mod's AI rule will actually take effect.

So it's not amazing to have 5 mods effecting construction, but the game won't crash.
Noble Winter 22 Jul @ 7:06am 
I know in the description you say that this should be compatible with all AI overhaul mods, but how exactly would they work together? Deepwar apparently has building construction changes, so it would be a matter of one overwriting the other?
Alex250 11 Jul @ 11:18am 
Thanks!
Lycia Pintella  [author] 10 Jul @ 2:45pm 
I haven't heard any reports that anything is broken. I'm semi out of action for just a few more days, though. I'll take a closer peak sometime around Tuesday or Wednesday of next week.
Alex250 8 Jul @ 1:22am 
Hello, you updated the other mods but this not, you will update it or isnt needed?

Thanks.
Lycia Pintella  [author] 17 Jun @ 5:06pm 
Official answer: Unclear, my PC is dead until Thursday evening. :sadface:

Guess based on history and patch notes: 95% chance it works fine.
Lord Vyse 17 Jun @ 11:18am 
Will this work with the new ai changes?
Crimson ReapeR 17 Jun @ 5:22am 
this mod has always worked for me, must be an incompatibility
Lycia Pintella  [author] 16 Jun @ 4:25pm 
Varg: I have no idea what could cause that but I will keep my eyes open for issues.

Side note: My PC should be back up on Thursday but I'm going to game for a week before I look into bug reports.
vargasguerrero113 11 Jun @ 7:42am 
this mod is the only one that do not let me launch the game dont know why
MartialDoctor 3 Jun @ 12:56am 
Yeah, I always play on Impossible myself but I'm trying more immersive mods this time around, in addition to Incas AI mods. I've been finding that the AI here has difficulty handling control without it's bonuses and a more immersive control mod.

No worries, though. Just throwing that out to you.
Lycia Pintella  [author] 2 Jun @ 11:12pm 
I've got my PC semi working again but I probably won't be touching my mods until I put a new motherboard in. It may take a while but I'll respond to any issues once I'm fully stable again.

@MartialDoctor I don't really have a priority on control buildings. I generally assume people are playing on difficulties where they aren't needed, but some people play with AI PO bonuses turned off or on lower difficulties so I'll try to cook up something once I have a new mobo in.
MartialDoctor 1 Jun @ 7:37pm 
I have had no crashing since I've started with the mod. I've played 40+ turns so far.
Lycia Pintella  [author] 31 May @ 9:09pm 
Is anyone having crashes like one user reported? My computer is down right now but i can look into qurstions when i am back online.
MartialDoctor 30 May @ 8:36pm 
Although it does look like I made a mistake by not reading through the whole description thoroughly. I was also running AI Military Construction System at the same time. I'll make sure to not do that in the future.
MartialDoctor 30 May @ 8:30pm 
A question:
What priority does the AI have in making control / devotion buildings? One of my Kislev neighbor's main cities fell into revolt and was conquered even though this city was not in the frontlines and should have been fine devotion wise.

My guess is that I'm using another mod which makes stabilizing control more difficult and your AI here doesn't use control stabilizing buildings as frequently as the normal AI?
KKB 23 May @ 1:30am 
CTD
urban.privat 10 May @ 6:55am 
Great mod! One thing, in my campaigns the ai builds military and growth buildings like intented but it always builds ob minor settlement first. So major settlement are often still tier 1 or 2 while minor tier 3. Is there something you could change? So ai build up major settlement first.
Lycia Pintella  [author] 14 Apr @ 4:28pm 
It's working fine for me. Just tested it.
Lycia Pintella  [author] 13 Apr @ 3:33pm 
Thanks for the report. It might be a day or two before I can check into it.
parapraud 11 Apr @ 6:18am 
Hey, currently the mod crushes the game
Lycia Pintella  [author] 10 Apr @ 3:33am 
Are they building at least some growth? I've noticed some factions not upgrading very quickly (Cathay is one I saw), but I haven't found anything off with the build rules leading to it so far.
andeh 8 Apr @ 12:19pm 
is there a natural bias toward some factions being exceptionally slow with province development? I'm using the alternate version of your mod with SFO, and whilst playing as Karl, Elspeth still has Pfeildorf on tier one at turn 75 and has only *very recently* upgraded Nuln to tier three.